Mods / Electrical Progressive: Basics (Release)

Tags: #Technology
Authors: tehtelev, Kotl
Side: Both
Created: Mar 26th at 7:47 PM
Last modified: 3 days ago
Downloads: 4981
Follow Unfollow 160

Recommended download (for Vintage Story v1.20.x):
electricalprogressivebasics_1.0.1.zip  1-click install


Attention. If you played with a version of the mod before 1.0.0.

All electrical devices and cables you will need to break and install again!!! Otherwise, they will cause damage to everyone, or burn out when in contact with rain/water/snow immediately upon entering the world. After reinstalling these blocks, the game will correctly pull up the changes. We recommend doing this before installing this update. We also recommend making a backup of the world, just in case.

 


The mod contains basic electrical devices:

  • Cables made of various metals/alloys/insulation
  • Manual switch
  • Generators
  • Engines
  • Batteries
  • Transformer
  • Metal blocks conduct electricity

 


Mod dependencies:

Electrical Progressive: Core

 


You can also install:

Electrical Progressive: Quality of Life

Electrical Progressive: Equipment

 


Incompatible with mods:

  • Electricity
  • ElectricityAddon

 


Supported languages: EN, DE, PL, RU, UK, FR, PT-BR

 


Acknowledgements:

Achumba(ILMAX) - for excellent models of new and burnt-out devices.

 


Our Discord server (the latest development information is posted there):

SWIXY | VS | MODS

Version For Game version Downloads Release date Changelog Download 1-click mod install*
v1.0.1 470 3 days ago Show electricalprogressivebasics_1.0.1.zip 1-click install
v1.0.0 808 May 12th at 2:03 PM Show electricalprogressivebasics_1.0.0.zip 1-click install
v0.9.10 533 May 8th at 7:03 PM Show electricalprogressivebasics_0.9.10.zip 1-click install
v0.9.9 614 May 3rd at 6:01 PM Show electricalprogressivebasics_0.9.9.zip 1-click install
v0.9.6 1046 Apr 19th at 2:05 PM Show electricalprogressivebasics_0.9.6.zip 1-click install
v0.9.5 515 Apr 11th at 8:48 PM Show electricalprogressivebasics_0.9.5.zip 1-click install
v0.9.4 351 Apr 6th at 7:57 AM Show electricalprogressivebasics_0.9.4.zip 1-click install
v0.9.3 107 Apr 5th at 9:07 AM Show electricalprogressivebasics_0.9.3.zip 1-click install
v0.9.2 238 Apr 1st at 7:22 PM Show electricalprogressivebasics_0.9.2.zip 1-click install
v0.9.1 161 Mar 30th at 7:33 PM Show electricalprogressivebasics_0.9.1.zip 1-click install
v0.9.0 137 Mar 29th at 12:37 PM Show electricalprogressivebasics_0.9.0.zip 1-click install

40 Comments (oldest first | newest first)

💬 AcidNight, 17 hours ago

tehtelev Hello,

But the problem is that it makes the streetlights less usable. In the old mod, for example, I had interior lighting where it was just the lamp placed on the copper block, so there was a connection to the back of the block. I found this very useful to avoid having visible cables. It was expensive, but acceptable, and I found the idea very useful for the streetlights to do the same thing to avoid having cables on the ground.

 

Otherwise, isn't it possible to allow placement without blocks underneath to run a cable that will make the connection?

 

Same thing for the charging block; it's more practical to power it from below (it's possible to do this by placing another block next to it, which is possibly an unwanted bug, but practical).

💬 AcidNight, 17 hours ago

Tomcat1789 Hello, it's normal, it's placed in the inventory section where the bags are.

💬 Tomcat1789, 1 day ago

Tier 2 accumulators won't go into the inventory. I also tested it in Creative and it's the same. Everything else seems to works fine.

💬 tehtelev , 1 day ago

AcidNight

 The metal block conducts electricity, but not quite as players would like. We had to limit its capabilities slightly so as not to overload the pathfinder. Imagine that the metal block contains wires facing in all directions on all the inner faces of this block. So once an additional wire on the outside connects the inner faces to the lamp, which is on the outside. The block works well when conducting electricity through a wall or ceiling, straight or diagonally.

💬 AcidNight, 3 days ago

tehtelev Hello, the electricity no longer passes through the copper blocks? I started playing with it on my server and I did like the old mod for lighting and nothing passes on my side, it's complicated to set up the lampposts without them :s

 

small addition that I just saw, when the lamppost is on the copper block it works provided there is another electrical block next to it or a cable, otherwise it does not light up and once removed it will turn off

💬 tehtelev , May 12th at 6:51 AM

Afroman726

 There are 3 pages about the mod in the game manuals.

💬 Afroman726, May 11th at 8:52 PM

This mod is awesome but are there any tutorials on it?

💬 tehtelev , May 10th at 3:14 PM

Civus Copy error logs or write to us in Bugtracker on GitHub how you do it and what the game writes

💬 Civus, May 10th at 2:34 PM

Found out, if you try to place a wire ontop of long grass you will crash to desktop.

Granted this may be an entierly me issue since I am playing on a heavily modded server

💬 tehtelev , May 10th at 5:59 AM

Kriky

 This mod is not compatible with electricity and electricityaddon, as it continues the development of those mods. You need to uninstall electricity and electricityaddon.

💬 Kriky, May 9th at 8:39 PM

When I click the battery icon in the guide, the game crashes to Windows.

 

Running on 64 bit Windows 10.0.26100.0 with 64728 MB RAM
Game Version: v1.20.10 (Stable)
09.05.2025 22:35:53: Critical error occurred
Loaded Mods: ATadMoreLight@1.0.0, acorns@0.7.2, aculinaryartillery@1.2.5, advancedsmithing@1.4.0, ancientarmory@1.0.6, bettercrates@1.8.0, bettersticks@1.2.0, buzzwords@1.7.0, chickenfeed@1.1.8, chiseltools@1.14.17, claycasting@1.2.3, czechpatch@1.2.5, driedpeat@1.1.0, vichnybackpack@2.2.90, extrachests@1.9.0, fieldsandplateaus@1.0.8, firelogs@1.0.0, flourbags@1.1.1, immersivecorpsedrop@1.0.3, long-term_food@0.2.1, millwright@1.2.0, molds@0.1.7, overhaullib@0.2.8, pigfeed@1.0.8, primitivesurvival@3.7.7, prospecttogether@2.0.3, sortablestorage@2.3.1, translocatorengineeringredux@1.5.6, game@1.20.10, vsimgui@1.1.8, zoombuttonreborn@2.0.0, alloycalculator@1.0.0, egocaribautomapmarkers@4.0.2, electricity@0.0.12, betterfirepit@1.1.5, BetterProspecting@1.7.0, betterruins@0.4.12, blacksmithenhancements@1.1.4, blocksoverlay@4.4.0, butchering@1.8.2, carryon@1.8.0-rc.4, commonlib@2.6.1, composter@1.2.1, compostgrass@1.20.10-dev.2, configlib@1.5.3, configureeverything@2.1.3, coreofarts@0.2.3, danatweaks@3.4.1, electricalprogressivecore@0.9.10, expandedfoods@1.7.4, extrainfo@1.9.9, fendragonbcs@0.1.7, foodshelves@1.6.3, fromgoldencombs@1.8.12, interestingoregen@1.2.0, joyofsailing@1.4.0, levelup@1.3.8, maltiezcrossbows@1.2.0, medievalexpansionwaterwheelstonksminuscows@1.0.1, meltcaster@1.0.2, morepiles@2.1.3, petai@3.4.3, claywheel@1.1.2, rpvoicechat@2.3.17, rustandrailroads@2.0.11, smithingplus@1.6.0-rc.2, statushudcont@3.2.6, stepupcontinued@0.0.1, stirlingmotor@1.0.1, stonebakeoven@1.1.6, th3dungeon@0.4.2, titaniumtools@1.0.8, vanillamoremolds@1.1.2, creative@1.20.10, survival@1.20.10, wildfarmingrevival@1.3.6, xlib@0.8.16, artofcooking@0.2.4, electricalprogressivebasics@0.9.10, electricityaddon@0.0.20, em@3.2.1, onestick@1.0.1, wolftaming@3.0.6, xskills@0.8.19, bricklayers@3.0.2, electricalprogressiveqol@0.9.10, xskillsnewclassesexp@0.1.0
Involved Harmony IDs: smithingplus, com.jakecool19.efrecipes.cookingoverhaul, extrainfo
System.ArgumentException: Attempted to resolve the recipe ingredient wildcard Block electricity:cable-* but there are no such items/blocks!
at Vintagestory.API.Client.SlideshowGridRecipeTextComponent..ctor(ICoreClientAPI capi, GridRecipe[] gridrecipes, Double size, EnumFloat floatType, Action`1 onStackClicked, ItemStack[] allStacks) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowGridRecipeTextComponent.cs:line 111
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.addCreatedByInfo_Patch4(CollectibleBehaviorHandbookTextAndExtraInfo this, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor, ItemStack stack, List`1 components, Single marginTop, Boolean haveText)
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.GetHandbookInfo_Patch2(CollectibleBehaviorHandbookTextAndExtraInfo this, ItemSlot inSlot, ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor)
at Vintagestory.GameContent.GuiHandbookItemStackPage.GetPageText(ICoreClientAPI capi, ItemStack[] allStacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 117
at Vintagestory.GameContent.GuiHandbookItemStackPage.ComposePage(GuiComposer detailViewGui, ElementBounds textBounds, ItemStack[] allstacks, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\Gui\GuiHandbookItemStackPage.cs:line 111
at Vintagestory.GameContent.ModSystemSurvivalHandbook.onComposePage(GuiHandbookPage page, GuiComposer detailViewGui, ElementBounds textBounds, ActionConsumable`1 openDetailPageFor) in VSSurvivalMod\Systems\Handbook\SurvivalHandbook.cs:line 99
at Vintagestory.GameContent.GuiDialogHandbook.initDetailGui() in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 258
at Vintagestory.GameContent.GuiDialogHandbook.OpenDetailPageFor(String pageCode) in VSSurvivalMod\Systems\Handbook\Gui\GuiDialogHandbook.cs:line 314
at Vintagestory.GameContent.CollectibleBehaviorHandbookTextAndExtraInfo.<>c__DisplayClass17_0.<addIngredientForInfo>b__5(ItemStack cs) in VSSurvivalMod\Systems\Handbook\CollectibleBehaviorHandbookTextAndExtraInfo.cs:line 727
at Vintagestory.API.Client.SlideshowItemstackTextComponent.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\Richtext\SlideshowItemstackTextComponent.cs:line 233
at Vintagestory.API.Client.GuiElementRichtext.OnMouseDownOnElement(ICoreClientAPI api, MouseEvent args) in VintagestoryApi\Client\UI\Elements\Impl\Interactive\Text\GuiElementRichtext.cs:line 525
at Vintagestory.API.Client.GuiElement.OnMouseDown(ICoreClientAPI api, MouseEvent mouse) in VintagestoryApi\Client\UI\Elements\Impl\GuiElement.cs:line 689
at Vintagestory.API.Client.GuiComposer.OnMouseDown(MouseEvent mouseArgs) in VintagestoryApi\Client\UI\GuiComposer.cs:line 469
at Vintagestory.API.Client.GuiDialog.OnMouseDown(MouseEvent args) in VintagestoryApi\Client\UI\Dialog\GuiDialog.cs:line 562
at Vintagestory.Client.NoObf.GuiManager.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\Systems\Gui\GuiManager.cs:line 393
at Vintagestory.Client.NoObf.ClientMain.UpdateMouseButtonState(EnumMouseButton button, Boolean down) in VintagestoryLib\Client\ClientMain.cs:line 1936
at Vintagestory.Client.SystemHotkeys.OnPrimaryMouseButton(KeyCombination mb) in VintagestoryLib\Client\Systems\Player\Hotkeys.cs:line 50
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean isGlobal, Boolean fallBack, Boolean keyup) in VintagestoryLib\Client\HotkeyManager.cs:line 422
at Vintagestory.Client.HotkeyManager.TriggerHotKey(KeyEvent keyEventargs, IWorldAccessor world, IPlayer player, Boolean allowCharacterControls, Boolean keyUp) in VintagestoryLib\Client\HotkeyManager.cs:line 392
at Vintagestory.Client.HotkeyManager.OnMouseButton(ClientMain game, EnumMouseButton button, Int32 modifiers, Boolean buttonDown) in VintagestoryLib\Client\HotkeyManager.cs:line 574
at Vintagestory.Client.NoObf.ClientMain.OnMouseDownRaw(MouseEvent args) in VintagestoryLib\Client\ClientMain.cs:line 1906
at Vintagestory.Client.GuiScreenRunningGame.OnMouseDown(MouseEvent args) in VintagestoryLib\Client\MainMenu\Screens\GuiScreenRunningGame.cs:line 337
at Vintagestory.Client.ScreenManager.OnMouseDown(MouseEvent e) in VintagestoryLib\Client\ScreenManager.cs:line 906
at Vintagestory.Client.NoObf.ClientPlatformWindows.Mouse_ButtonDown(MouseButtonEventArgs e) in VintagestoryLib\Client\ClientPlatform\Input.cs:line 201
at OpenTK.Windowing.Desktop.NativeWindow.OnMouseDown(MouseButtonEventArgs e)
at OpenTK.Windowing.Desktop.NativeWindow.MouseButtonCallback(Window* window, MouseButton button, InputAction action, KeyModifiers mods)
--- End of stack trace from previous location ---
at OpenTK.Windowing.Desktop.NativeWindow.RethrowCallbackExceptionsIfNeeded()
at OpenTK.Windowing.Desktop.NativeWindow.ProcessWindowEvents(Boolean waitForEvents)
at OpenTK.Windowing.Desktop.GameWindow.Run()
at Vintagestory.Client.ClientProgram.Start(ClientProgramArgs args, String[] rawArgs) in VintagestoryLib\Client\ClientProgram.cs:line 334
at Vintagestory.Client.ClientProgram.<>c__DisplayClass10_0.<.ctor>b__1() in VintagestoryLib\Client\ClientProgram.cs:line 130
at Vintagestory.ClientNative.CrashReporter.Start(ThreadStart start) in VintagestoryLib\Client\ClientPlatform\ClientNative\CrashReporter.cs:line 93

💬 tehtelev , Apr 23rd at 10:24 AM

fipil

 Sure. We are working slowly.

To disable something you don't need on the server, the administrator can simply delete the recipe for crafting this item. This should be enough.

As for the problem with the chunk disappearing. It is not entirely clear why this happens, but we can definitely say that this can be affected by a weak or loaded server processor, or slow server file storage. We have a good server with Electricty and ElectricityAddon mods installed and not only, where this problem has never occurred since its launch and operation. And even the administrators who had this problem transferred the data to our server hosting, launched it and everything also worked stably.

💬 fipil, Apr 23rd at 6:54 AM

Hi! I'm glad that someone took over the great Electricity mod as Anluin has not time to improve and fix his mod! Great work, thank you, keep it up please.
I noticed the Electricity Extensions mod, but what prevented us from using it was that we didn't want to use the all things. 
I very appreciate this separating to more mods, so we can choose only some things to allow on our server.

Please would it be possible to make all items configurable? To give server admin more granularity, so he can select which blocks/items allows to use on the server?
For example: we allow to use just generators and motors and all basic stuff + heater + oven but no the electric tools (saw, chisel etc.) and no refridgerator etc?

Dividing to separated mods is great! It already allows to choose, but imho, it still needs more granularity.

And second question: we're still using the Electricity mod, but there is a bug, described here

See my comments under the issue, where I and someone else suspect the Electricity mod. We found out that the chunk hole apeears when the electricity network cross chunk column borders.
I hope that your version has not the described bug? :-) 

 

💬 tehtelev , Apr 21st at 8:43 AM

AcidNight Using the 3 on 1 mode threatens constant rock and stone collapses if they are enabled.

💬 AcidNight, Apr 21st at 7:44 AM

tehtelev

Ha, it would be nice to be able to mass-produce the cables x) when I see the number of plates I'll have to make as a blacksmith XD

As for the electric drill, I recharged it before testing it, as I was looking for mod incompatibilities. I don't remember if I was level 1 on Xskill to see if it wasn't the same problem as with the diamond pickaxes. As for speed, I'm looking at the pickaxe, which is less expensive to make even in series. Even though the drill has a 1x3 mode, wouldn't it be more interesting to make a 3x1 mod, since the ores are more positioned in a cylinder when viewed from above, in a single line?

💬 tehtelev , Apr 21st at 6:03 AM

AcidNight

 For now the wires will be like this. We need to make a device for pulling and mass production of wires.

Make sure you charge the electric drill - it works. The indicators 9 correspond to the mining speed of a table pick. Why even more speed?

💬 AcidNight, Apr 20th at 4:37 PM

tehtelev

Ha I was just wondering when I saw your last comment, but from what I tested solo I think the same as DefiledMage because when I looked there is not really a choice for voltage because almost everything is in 128V if I am not mistaken,

the lamps and street lamps for example because when I saw that the maximum intensity was 14A the big cables can only be doubled it is not much to make a sort of "power station", I was wondering if it was planned to have bigger

cables to make a distribution network or a bigger voltage just for transport and it is obligatory to go through transformers to use it, my friend thought of passing the cables under the roads and lighting the intersections but when I see the size

it is unfortunately impossible because of this limitation I think

 

ha I'm testing for the moment and I just saw that the drill is not working I have nothing falling and 9.9 in speed is it not low?

💬 tehtelev , Apr 19th at 5:52 PM

DefiledMage For transmission over long distances, it is recommended to increase the voltage. Also, do not forget that cables can be extended by pressing on them with the same cable, and insulated wires have 2 times less losses. I tested the operation of cables on the example of 128V copper at distances of 100-200+ blocks.

💬 DefiledMage, Apr 19th at 5:31 PM

I think the cable resistance is too high. This is very limiting and forces the elements to be placed very close.

💬 FutaLavy, Apr 19th at 4:23 PM

I want to use resistors to control each engine freely

💬 tehtelev , Apr 19th at 11:36 AM

FuFuFuta But why?

💬 FutaLavy, Apr 19th at 12:18 AM

I think how many resistors can be added?

💬 tehtelev , Apr 15th at 10:55 AM

AcidNight

billyma6  Yes. You will need to break all the wires and devices installed on the ground and put them in inventory/chests. The safest and most reliable way will be to convert devices through the crafting grid. Because each device is also assigned its own code, its behavior, etc. If you want it, I will make the corresponding crafts for conversion.

💬 AcidNight, Apr 15th at 10:13 AM

billyma6

Hello, according to what he explained in the answer, you have to delete all the blocks because they are linked to the old mods, when asking the question I wondered if it was possible to take the IDs of the blocks but apparently not, so it's the same as when you delete a mod, you will have white blocks with question marks

💬 AcidNight, Apr 15th at 10:10 AM

tehtelev

Hello, here it was precisely to know everything for the time being, if it was me I would have installed it to test and make reports xD, here I just started to place 4 lamps and tested to show how it worked and he was already going

with the idea of ​​making a storage building and passing the cables under the roads, but I just told him that the mod was no longer updated and that one is in preparation, so we will mainly prepare the resources (zinc/copper/iron plate),

that's why my request for the crafts and for the old blocks because I told myself that everything had to be removed and deleted before

💬 billyma6, Apr 15th at 8:46 AM

Hi tehtelev, adding onto what AcidNight asked, so if I were to switch from the old mod to all the EP parts, would any of my items crafted during EA carry over when switching to EP? As for your point, does that mean that in order to properly make the switch, I'd have to destroy all my electrical blocks/devices beforehand to ensure the least bugs?

💬 tehtelev , Apr 15th at 5:23 AM

AcidNight Hi. The mod is not compatible with ElectricityAddon. They will not work simultaneously. We wanted to make it possible to convert devices and appliances to our mod. It turned out that there are quite a lot of changes at the code level, so in order to make a patch, players first need to break all their electrical appliances and wires. Are you sure you want to do this? In terms of functionality and crafting recipes for devices, there are no changes yet, but they will. There will also be a balance of device characteristics.

💬 AcidNight, Apr 14th at 8:34 PM

Hello, compared to the existing mod, will the crafts be the same? Will the crafts already made disappear once the mods are changed?

💬 tehtelev , Apr 13th at 9:00 AM

Shion We think we will have to make full-fledged power lines. And use cables for short distances.

💬 Shion, Apr 12th at 7:06 PM

Is there a future for hanging cables (from point to point) like in Vintage Engineering mod?

💬 tehtelev , Apr 10th at 5:44 AM

VaelophisNyx Insulated cables have half the loss of non-insulated ones. They will not cause damage to the player/creatures, they can be used safely in liquids and in the rain without fear of short circuits.

💬 VaelophisNyx, Apr 9th at 8:39 PM

So what's the purpose of Insulated cables? just asthetics? Or are there plans for us to take damage if we touch an uninsulated cable with power running through it?

💬 Vivid_Tallow, Apr 3rd at 9:04 PM

the transformer is uncraftable it may be me using xskills but im not sure might want to look into it i posted a picture on the github issue tracker

edit: its not xskills its the type call on the linen it needs to be called as a block not an item

💬 tehtelev , Apr 3rd at 4:27 PM

LilianaXolkiyr  Done

💬 LilianaXolkiyr, Apr 3rd at 1:33 AM

maybe a higher quality screenshot? It's pretty blurry when put to full screen. ^_^;;

💬 tehtelev , Mar 31st at 9:01 AM

AcidNight Yes. You can make a pull request with your translations for each Electrical Progressive mod.

💬 AcidNight, Mar 30th at 10:18 PM

Hello, for a French translation, can we share a GitHub with you? I'll look for long sentences here.

💬 VoiCat, Mar 30th at 8:25 PM

Thank you tehtelev

💬 tehtelev , Mar 29th at 7:44 PM

VoiCat Did as requested

💬 VoiCat, Mar 29th at 6:08 PM

This applies to all the modules, but could we get a more detailed description of what this mod add, how it works, etc? The concept is pretty cool but I'm not sure what we can actually do with this mod

 (edit comment delete)